/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
Get a ref counted persistent pipeline id, which needs to manually released.
static [FGraphicsMinimalPipelineStateId](API\Runtime\Renderer\FGraphicsMinimalPipelineStateId) GetPersistentId ( const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & InPipelineState )